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katiefrog01

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  1. katiefrog01
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    Locked
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    Changelog:

    Version 1.2: Uploaded all in one version per user request

    Version 1.3: Added new plant - Experimental Plant
  2. 400AF
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    You're the best lmao I've been wanting this for years... No bloat!! 
  3. krilton
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    With this mod, if possible, have "wild razorgrain" plantable. Bethesda made, for survival, recipes that require something that can't be harvested because of something they overlooked and didn't add. 
    1. katiefrog01
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      I can see about adding that here soon. I've been putting off updating my game for the better half of a year dreading the mods I'll loose support for but I think it's about time I did so I can get back to making mods and editing older ones. 
    2. krilton
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      Don't feel bad, I locked my FO4 at pre-NG for that reason.
    3. krilton
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      Now I just started the Nuka-World DLC and noticed that wild razorgrains are actually there\harvestable but are "not" in the commonwealth. BGS fixes it for the DLC but leaves it busted in the main game. I guess that is Mr. Todd's "It Just Works" thinking? :( 
    4. katiefrog01
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      I figure that I must not be playing a Bethesda game if it isn't full of the most random and out there bugs lol.
  4. IlikeLorkan
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    I have been playing around with this for some time now, however I noticed that when I try to assign settlers to the crops, they put mutfruit in the workshop storage. I started a new farm of only silt beans so I am sure there are no mutfruit plants. Any reason why that is?
    1. katiefrog01
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      Yeah its a bug I still need to work out, been real busy so haven't gotten around to it yet. Hopefully will be able to fix it soon.
  5. thefircracker
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    I haven't tried to plant anything, but a big thanks for a mod that should've been vanilla (as a lot of other stuff)
    1. katiefrog01
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      Thanks, hope you enjoy it!
  6. TailsCrafted
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    Just wanted you to know I appreciate you making this mod, deeply :)
    1. katiefrog01
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      Thanks, glad you like it!
  7. deleted66668961
    deleted66668961
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    FYI - Fully Functional Wild and Fresh Crops
    

    To make added crops FULLY functional the FormList which identifies which crops will be automatically "harvested" and placed in your workshop bench must be updated.  This mod does that.  Does yours?
    1. katiefrog01
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      No idea. How I did it was I just edited the normal Tato plant and replaced the model, changed the name, removed the destruction data so it cant be damaged, and replaced the item you get when you harvest the plant etc. Then did roughly the same for the construction data etc. I did not make them from the ground up, just edited what looked like it needed it. Feel free to open up the mod in CK and see if it does what you are talking about and report back
    2. deleted66668961
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      I think you answered my question.  Thank you.
    3. BiggestBucket
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      So what's the difference between this mod here and the "No Planters" file from the one at that link?
    4. katiefrog01
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      They mostly do the same thing. I believe that mod at the link makes it so the wild crops get added to the workshop, while my mod does not do that. I did not know that other mod even existed until someone told me after I posted this mod. It essentially goes down to rather or not you want a bunch of crops added to your workshop or not.
    5. BiggestBucket
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      Ah I see, that makes sense, thanks for the answer!
  8. Krazyman999
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    Idea... Quarter sized planter.

    Able to fit 4 planters onto 1 floor piece, possibly snappable. I use them in the game called Ark, all the time.

    Reason... I use the quarter square floor pieces all the time, fitting a small planter, with a single crop on it, would be nice.

    Additional... you could have a single Brain Fungus, for the small planters, or limit the plants you can plant in them.

                   ((()))
         o           []
    [=====] [=====]


    Just some ideas... If you don't like them, then just ignore this post. :)
    1. katiefrog01
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      So you mean something similar to this mod, but the plants are downsized? So a normal plant (like Tato's and Melons) is size 1 in game, you would like a mod that made them size 0.25?
    2. Krazyman999
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      No... I was meaning like in the Ark Crop Plots video, quarter sized planters. That fit in smaller areas...

      Less stuff could be planted in them, you wouldn't get a huge Brain Fungus growth in them, only a single one. I made one myself, in Outfit Studio. I didn't make the mod though, I was just messing around.

      Melons would have to be a tweaked, single melon in a Planter.
      Tato's would be 1 to a Planter.
      Razorgrain would be a cut down version, or shrunk version.
      Carrots would be 1 to a Planter.
      Brain Fungus would be a single Brain to a Planter.

      They'd all be the same, with a Small in their name.
      Small Tato plant
      Small Razorgrain plant
      Small Carrots plant
      Small Brain Fungus plant
      Small Melon plant


      The only problem is, that Planters are just dirt. So my idea would not work, as you can plant anything in Dirt.
      Unlike in the game Ark, where you are limited to what you can plant in Crop Plots.

      Smaller versions of the plants, and Planters, could still be made. Small Plants, producing less stuff, and being mainly cosmetic items for looks.
      Sort of like Bonsai Trees, or the Bonsai Tree Farms in Minecraft.


      It's just an idea though... 
    3. katiefrog01
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      I might be able to do something like that in the future, but it would be a completely different mod as I want to keep this one as just plants. If I do I will let you know here with a new comment.
    4. Krazyman999
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      It wasn't a new mod, it was just quarter sized Planters. But it was just an idea, thanks for the heads up, I'm using your mod. It's handy for making Antibiotics in Survival Mode. 

      I use it for growing Brain Fungus, and Glowing Fungus.  :)
    5. katiefrog01
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      No I mean if I do make a small planter and plants it will be in a different mod than this one is all.
    6. Krazyman999
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      I understand, It'll be good to see. Maybe add some small Trees to it, for some Wood for building in settlements. There's a mod, that adds trees, I can't remember which...
    7. katiefrog01
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      Just uploaded the mod you suggested, hope it's what you meant and you like it.
    8. Krazyman999
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      Yep... that's what I was meaning, It'll be handy for smaller bases, or targeted crops. Like you just want to add a single plant for recipes. That you want to stick in some unused corner...

      I normally fill unused corners with plants, depending on the size. I could maybe add planters...


      Craftable Plant Pot Planter...
      You could even have a craftable plant pot, with a single item in it.

      1 Plant Pot + 1 Glowing Fungus = Glowing Fungus in a Plant Pot. Minecraft does it with Trees...

      Best Items...
      - Glowing Fungus
      - Mini Trees
      - Mutfruit

      Passive Plants...
      Passively growing and Harvesting, so no Settlers needed.
      Trees yield Wooden Mutfruit.

      Wooden Crops...
      Wooden Mutfruit = 5 Wood when scrapped

      The decorative plants in the Workshop would be ideal for this, as they have no Physics, and a sturdy plant pot. They appear when you get certain magazines...
    9. katiefrog01
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      I might look into the plant pot idea and might add that but unsure if I know how. The passive crops things I don't know how to add as it requires scripting and I have no clue how to script at all.
    10. Krazyman999
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      Yeah... Scripting has been something that I've been trying, and failing to learn for a long time.

      I'm not sure how the mod would be made either, but it's handy for something to just mess around with...

      Wooden Crops... could be handy, calling Mutfruit Trees Mutated MutAsh Tree, and have the fruit they produce be MutAsh Fruit, scrappable for 1 Wood, or eaten.

      Lore... Pulpy fruit, can be scrapped and processed into wood. It could even be tied to a magazine, Genetic Fruit Production... giving the Perk, or just be a cosmetic magazine, that adds Lore.
    11. katiefrog01
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      Yea that's a cool idea, and I could probably do that but it would take forever lol. I might eventually but not sure. One of those ideas that sounds easy to do when you say it but would require lots of new models and that is the thing that would hold me back, I tried to learn how to 3D model but keep failing so I gave up mostly. Real cool idea though and if I ever do end up doing it I'll let you know.
    12. Krazyman999
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      I've been doing that in Outfit Studio for the past year, a lot of my mods do that. If I get around to making a Ground Object Replacer, I'll throw it your way.
      Not sure how the game does Harvested, and Un-Harvested Plants.

      Working on how to do item Mashups, 2 or more items being combined. Working out how to setup the material textures for Mashups. Took a break, because my Brain was melting...


      I've been making...
      - First Person Models... aka the arms in first person view, with the correct clothing.
      - Ground Models ........... the objects you see, when something is thrown on the ground.
      - Mashups ..................... combined armours and clothing.
      - Item swapping ............ Swapping one item for another, Suitcases into Teddy Bear Containers.

      Currently testing my new K-Girls Hunt mod ( currently unpublished, Clothing Treasure Hunt mod )
         Love that mod...

      It's still early days for me though, and I've not done any real 3d modelling for a long time.
    13. katiefrog01
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      Ahh ok I won't make that then since you have been working on it. Sounds like a cool project yeah just lots of work for sure. 
    14. Krazyman999
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      Nah... my mods that I am currently working on are Clothing Treasure Hunts, not plant stuff.

      I was just saying I work on Outfit Studio a lot, trying to learn how to make my clothing treasure hunt mods better.

      I have zero plant mods in the making, I have a food mod from years ago, but that's it. I was just saying I am making 3d models for stuff, just Mash-Ups of other items and clothing.


      No need to put any of your stuff on hold, as my stuff is completely different, nothing plant based or similar.


      Yeah... it is a lot of work, my planned treasure hunts, have hundreds of hand placed Treasure Chests into the world.
    15. katiefrog01
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      Ahh ok I got confused is all lol. Yeah I might make one someday but it does sound like a lot of work and I would need to learn a lot about modeling, and maybe scripting but who knows.
  9. good0593
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    Hi!
    Can you add a version with only one ESP that contains everything, no need for Far Harbor and Nuka World patches.
    And, is it possible to add an ESP version marked ESL.
    Thanks.
    1. katiefrog01
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      I might make a All In One version soon yes, and you can do the ESL yourself with xEdit I think. I don't know how to as I have never done it before. Might learn soon if it isn't to much trouble.
    2. katiefrog01
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      Just released All In One versions
  10. Krazyman999
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    Idea... Fertiliser as well as the item you want to plant, ties in with keeping Brahmin.

    Eg... Bloodleaf requires 1 Bloodleaf, and 1 Fertiliser to plant it.
    1. katiefrog01
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      Maybe in a different mod some time I will. I want to keep this mod as simple as possible as that's kind of why I made this mod. There are many plant mods on Nexus but none as simple as mine that I have found.
    2. Krazyman999
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      Yeah... I'll just make an Add-On mod, for myself, I do that a lot. It's a 10 Minute job, I always like to ask the modder, before I tweak stuff for myself.

      I haven't used any plant mods, I am using this one, because I am getting sick of harvesting the Brain Fungus, and Glowing Fungus from Red Rockets Molerat entrance. I use Glowing  Fungus for Anitbiotics...

      Plus.... growing your own healing plants, is good for immersion, and makes sense.
    3. katiefrog01
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      Yea you can edit the mod all you like for personal use, that's more than fine. Mod authors mostly just have issues with people distributing those edits to others but personal use do all you want.
    4. Krazyman999
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      I wont be distributing it, but as long as you don't use other peoples assets, you can mod anything. It's just sort of changing the numbers, and if you are talented, adding Scripts.

      My latest mod, that I will be publishing soon, completely overhauls the K-Girls Outfit mod, and it's mod addon. Adding Custom Enchants, NPC's, Upgrades, Stats, Legendaries, First Person Models ( just learnt how to do it ), and Hand placed 91 Treasure, treasure hunt, as well as removing Chem Bench Crafting, adding Mashup Outfits ( my first ), refined Meshes, realistic cloth meshes tweaks, bodyslides.

      My mod needs the original mod, and it's addon. I really enjoyed making that mod... currently play-testing it.
    5. katiefrog01
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      Yea that's what I was meaning, if you don't distribute you can edit anyone's files all you want. Just so long as yea you don't share it.

      Comment back here when you release your mod, I would love to try it out.
    6. Krazyman999
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      Will do... K-Girl Hunt is its name. It will take you a very, very, very long time to get them all. All DLC's and the main game, you will virtually need to finish. It's got a Printable Check-List to keep track of them.
  11. Krazyman999
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    Request... Change Log.  I don't know what is getting added in the updates...
    1. katiefrog01
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      It has been at the very top of the description.....
    2. Krazyman999
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      Found it... the Description is normally something I only read once, so I missed it.
    3. katiefrog01
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      Ahh alright, is there a different place I should put it next time so more people will see it?
    4. Krazyman999
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      It's usually at the bottom, and plain, black and white text. Above your My Other Mods links, that some people put at the very bottom, myself included.

      It's up to you, how you do it though... I check out other mod pages, to work out the best and most visible ways to make mod pages.

      Other people, myself included. Have a Sticky Post in the Comments Section, that stays at the top of the comments. With the latest update news on it, I do that myself. I have 2 sticky comments, one for news, and one for updates.
      That is my favourite way to do it, and other people do that too. I have it so you can't post on those sticky comments.

      If they are long, I put them inside Spoiler Tags.
    5. katiefrog01
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      Yeah I will probably do the sticky post changelog then whenever I update stuff. I don't plan to update this mod anymore unless I find a bug or something so yeah I won't until then at least.
    6. Krazyman999
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      Yeah... Sticky Posts come in real handy.